Sha of Anger drops a quest-starting item upon the player's very first kill (also awards the achievement "Settle Down, Bro"). The player does not need to be level 90 to pick it up from the corpse, but must be level 90 in order to accept and turn in the quest to Wrathion.

After the first kill, the player has the chance of being awarded a Cache of Sha-Touched Gold (contains only gold), a Season 12 PvP item, a Tier 14 PvE item, or the Reins of the Heavenly Onyx Cloud Serpent (do not need Cloud Serpent Riding to have a chance to win - only to be able to use). Any item the player "wins" is placed directly into his or her inventory.

Players only have one opportunity per week to win something, so if a player is only concerned with rewards do not spend time trying to farm the world boss.

The Sha is fairly easy, even now while folks are undergeared. As long as you have a full raid of mostly 90s, you will probably win in a couple tries. 89, 88s and even some 87s are okay, but obviously the higher the better. I recommend at least 6 or 7+ healers until people are overgeared, and 3+ tanks. Put two tanks on the boss (for when one gets mindcontrolled you have a backup), and make the others wrangle the adds that spawn. If the adds are not tanked, they will kill your healers very quickly. They can be rooted, stunned, etc, but you will be overwhelmed by them. Some groups will have ranged burn down the adds, but if you have more than two add tanks, this is probably unnecessary.

The Sha does mind control people -- including your tanks -- and it does last for some time. In order to break the mind controls, you want to burn the affected players to half health as soon as possible. It can be hard to see in the hubbub so it is perhaps easiest to put a couple ranged on duty of watching/breaking the tanks if they get controlled and having anyone else CC who ever they happen to notice nearby. Although you can CC the people who are mind controlled, the fight lasts for awhile without them getting broken, you will be overwhelmed by not only having lost raid members, but having them attacking your unaffected players as well, so I recommend at least some efforts to break the mind control.

Finally, the most important thing is to make sure your raid members run back when they die. At this point, killing the boss is largely a graveyard zerg until people get a little more gear. Some spawn points make this extremely convenient although it will be a longer jog for others. Don't let people stay dead on the floor or you will risk wiping or resetting if you run out of bodies that are both alive and not mind controlled.